Let's pretend for the sake of argument that every spawned pheasant became a mob that was clanned to "you know who" (i.e. the one character that's repeatedly doing this). Let's pretend the PC has the ability to set all his or her pheasants to aggro (or back, on whim).

How many pheasants would be required to turn that PC into a vehicle of death and destruction in a melee?

I know it's a terrible derail, but I've been curious about this ever since I noticed what was happening.

Songweaver wrote:Remove the sneak penalties to leather armor, and perhaps lower the weight a bit. It seems like a code holdover to a heavier armor type from Atonement, and leather armor is the preferred armor of sneaky-sorts everywhere.

I would like to re-bring this to attention.

My character has, how do you say, pretty freaking high sneak. Wearing a leather gambeson is a -ridiculously- noticeable penalty. It's already enough of a penalty that the thing weighs 20 lbs, could staff please consider tweaking and/or removing the stealth penalty? Or add another leather armor option, maybe? Jerkin or something.

Songweaver wrote:Remove the sneak penalties to leather armor, and perhaps lower the weight a bit. It seems like a code holdover to a heavier armor type from Atonement, and leather armor is the preferred armor of sneaky-sorts everywhere.

I would like to re-bring this to attention.

My character has, how do you say, pretty freaking high sneak. Wearing a leather gambeson is a -ridiculously- noticeable penalty. It's already enough of a penalty that the thing weighs 20 lbs, could staff please consider tweaking and/or removing the stealth penalty? Or add another leather armor option, maybe? Jerkin or something.

The game is missing a level of armor above the current leather set. It feels like leather has the weight and penalties belonging to the next tier. Some sort of reinforced leather should probably exist, and I think the armor craftset could probably use the added depth, too.

Metalworking has been listed as part of the armorer skillset for ages but doesn't currently have any interaction with armorcrafting. While the actual maille-based armors are probably outside the scope of Alpha, I think we could do with some sort of not-ringmail-but-equivalent to flesh out the itemization.

Yea, there's a decent amount of stuff that needs to be audited. Two-handed bludgeons are weaker then shortswords, some ordinary weapons aren't set as weapons but are lights, and the leather armor we have is wonky. It's set up to be heavy and really lowers stealth. The levels of leather quality also don't matter. Brittle/stiff/supple are all the same in terms of quality of armor.

Matt wrote:Yea, there's a decent amount of stuff that needs to be audited. Two-handed bludgeons are weaker then shortswords, some ordinary weapons aren't set as weapons but are lights, and the leather armor we have is wonky. It's set up to be heavy and really lowers stealth. The levels of leather quality also don't matter. Brittle/stiff/supple are all the same in terms of quality of armor.

The leather thing is known, but the only people who can fix it are Nimrod or Icarus, so someone's going to have to get in touch with them.

As for the weapons, be more specific, and I can fix them. Which ones are set as lights? Which bludgeons are super weak?

Weeeeeell, I can confirm that two-handed bludgeons aren't weaker than shortswords, at least as far as how they're built, but weapons were audited a bit ago, so it's possible someone has an instance of a sword or a bludgeon that's weaker/stronger than it should be, but there's no way to tell without being able to see every single individual instance, which I can't do.

As far as a weapon being a light-type object instead of a weapon type object, beyond random corruption (which, let's face it, this is the RPI+ engine we're talking about) that shouldn't be possible, unless there's a craft somewhere that's really, really screwed up. I'll check through the crafts and see if I notice anything weird.

Fixed on next reboot. It's actually kind of hilarious how that happened. Basically a number was getting doubled that shouldn't have been and it was setting the wield-type to light instead of double-handed.